Struct nannou_wgpu::RenderPassBuilder [−][src]
pub struct RenderPassBuilder<'a> { /* fields omitted */ }
Expand description
A builder type to simplify the process of creating a render pass descriptor.
Implementations
pub fn color_attachment<F>(
self,
attachment: &'a TextureViewHandle,
color_builder: F
) -> Self where
F: FnOnce(ColorAttachmentDescriptorBuilder<'a>) -> ColorAttachmentDescriptorBuilder<'a>,
pub fn color_attachment<F>(
self,
attachment: &'a TextureViewHandle,
color_builder: F
) -> Self where
F: FnOnce(ColorAttachmentDescriptorBuilder<'a>) -> ColorAttachmentDescriptorBuilder<'a>,
Add a single color attachment descriptor to the render pass descriptor.
Call this multiple times in succession to add multiple color attachments.
pub fn depth_stencil_attachment<F>(
self,
attachment: &'a TextureViewHandle,
depth_stencil_builder: F
) -> Self where
F: FnOnce(DepthStencilAttachmentDescriptorBuilder<'a>) -> DepthStencilAttachmentDescriptorBuilder<'a>,
pub fn depth_stencil_attachment<F>(
self,
attachment: &'a TextureViewHandle,
depth_stencil_builder: F
) -> Self where
F: FnOnce(DepthStencilAttachmentDescriptorBuilder<'a>) -> DepthStencilAttachmentDescriptorBuilder<'a>,
Add a depth stencil attachment to the render pass.
This should only be called once, as only a single depth stencil attachment is valid. Only the attachment submitted last will be used.
pub fn into_inner(
self
) -> (Vec<RenderPassColorAttachment<'a>>, Option<RenderPassDepthStencilAttachment<'a>>)
pub fn into_inner(
self
) -> (Vec<RenderPassColorAttachment<'a>>, Option<RenderPassDepthStencilAttachment<'a>>)
Return the built color and depth attachments.
Begin a render pass with the specified parameters on the given encoder.